| WEIGHT ALLOWANCE |
| Light |
25 |
Medium |
50 |
Heavy |
75 |
| FEATS |
| Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Dodge, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency |
| SPECIAL ABILITIES |
| +4 to Concentration to use spell or spelllike ability on the defensive, Light Sensitivity (Ex) ~ dazzled in bright sunlight or within the radius of a daylight spell, Summon Familiar |
| PROFICIENCIES |
Axe (Throwing), Battleaxe, Blowgun, Club, Crossbow (Heavy), Crossbow (Light), Cutlass, Dagger, Dagger (Punching), Dart, Falchion, Flail, Flail (Heavy), Gauntlet, Gauntlet (Spiked), Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe, Javelin, Katana (Martial), Kukri, Kusari-gama, Lance, Longbow, Longspear, Longsword, Mace (Heavy), Mace (Light), Maul, Maul (Martial), Mind Blade, Morningstar, Pick (Dire/Martial), Pick (Heavy), Pick (Light), Quarterstaff, Ranseur, Rapier, Saber, Sap, Scimitar, Scythe, Shieldbash (Heavy), Shieldbash (Light), Shortbow, Shortspear, Sickle, Sling, Spear, Spiked Armor, Sword (Bastard/Martial), Sword (Short), Trident, Unarmed Strike, Wakizashi, Waraxe (Dwarven/Martial), Warhammer, Warmace (Martial)
|
| LANGUAGES |
Draconic, Literacy
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| Sorcerer |
0
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1
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2
|
3
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4
|
5
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6
|
7
|
8
|
9
|
|
6
|
6
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0
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0
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0
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0
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0
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0
|
0
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0
|
|
| 0: |
| | |
| Acid Splash (DC:12) | Detect Magic (DC:12) | Disrupt Undead (DC:12) | | Open/Close (DC:12) | Ray of Frost (DC:12) | |
|
| 1: |
| | |
| Mage Armor (DC:13) | Magic Missile (DC:13) | Shield (DC:13) | |
|
| | * = Domain/Specialty Spell |
| FEATS |
| NAME |
DESCRIPTION |
| Armor Proficiency (Heavy) |
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. |
| Armor Proficiency (Light) |
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. |
| Armor Proficiency (Medium) |
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. |
| Combat Casting |
You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive (see Casting on the Defensive, page 140) or while you are grappling or pinned. |
| Dodge |
During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarfs racial bonus on dodge attempts against giants) stack with each other, unlike most other types of bonuses. |
| Martial Weapon Proficiency |
You make attack rolls with the selected weapon normally. |
| Shield Proficiency |
You can use a shield and take only the standard penalties (see Table 7-6: Armor and Shields, page 123). |
| Simple Weapon Proficiency |
You make attack rolls with simple weapons normally. |
| Tower Shield Proficiency |
You can use a tower shield and suffer only the standard penalties (see Table 7-6: Armor and Shields, page 123). |
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